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Question by finlay_morrison · Oct 23, 2017 at 08:43 AM · c#invokerepeating

I have no idea why this isn't working

So i have got this script here and it is saving and loading data fine, thats not the problem but the realAnts value is not changing and i have no idea why, as im pretty sure all the things start repeating when level 2 loads, and there is definitely a gameManager object in the scene so anyone got an ideas why this isn't working;

using System; using System.IO; using System.Collections; using System.Collections.Generic; using System.Runtime.Serialization.Formatters.Binary; using UnityEngine;

public class GameManager : MonoBehaviour {

 public int ants;
 public int queens;
 public int coins;

 [SerializeField]
 private float realAnts;
 private float nl3;
 private const float BR = 1 / 60;
 private float multiplier;
 private int currentSaveGame;
 private GameObject inventory, shop, menu;
 private MenuButtons[] menuButtons;
 private CurrencyDisplays[] currencyDisplays;

 private void Awake()
 {
     DontDestroyOnLoad(gameObject);
     nl3 = Mathf.Log(3f);
 }

 private void CalculateBonus()
 {
     float _nlAnts = Mathf.Log(ants);
     float _power = _nlAnts / nl3;
     float _firstMultiplier = Mathf.Pow(1.5f, _power);
     multiplier = _firstMultiplier * queens;
 }

 private void GiveAnts()
 {
     realAnts += BR * multiplier;
     ants = Mathf.RoundToInt(realAnts);
     foreach (CurrencyDisplays _currencyDisplay in currencyDisplays)
     {
         _currencyDisplay.SetText();
     }
 }

 private void OnLevelWasLoaded(int level)
 {
     if (level == 2)
     {
         InvokeRepeating("CalculateBonus", 0f, 60f);
         InvokeRepeating("GiveAnts", 0f, 1f);
         InvokeRepeating("Save", 5f, 5f);
         menuButtons = GameObject.FindObjectsOfType<MenuButtons>();
         foreach (MenuButtons _menuButton in menuButtons)
         {
             _menuButton.Setup();
         }
         currencyDisplays = GameObject.FindObjectsOfType<CurrencyDisplays>();
         foreach (CurrencyDisplays _currencyDisplay in currencyDisplays)
         {
             _currencyDisplay.Setup();
         }
         if (menu == null)
         {
             menu = GameObject.FindGameObjectWithTag("Menu");
             shop = GameObject.FindGameObjectWithTag("Shop");
             inventory = GameObject.FindGameObjectWithTag("Inventory");
         }
         shop.SetActive(false);
         inventory.SetActive(false);
         menu.SetActive(true);
     }
     if (level == 1)
     {
         CancelInvoke();
     }
 }

 public void SetStuff()
 {
     ants += 10;
     queens += 10;
     coins += 10;
     StartSave(ants, queens, coins, realAnts);
 }

 public void StartSave(int _ants, int _queens, int _coins, float _realAnts)
 {
     ants = _ants;
     queens = _queens;
     coins = _coins;
     realAnts = _ants;
     Save();
 }

 public void ExitToMenu()
 {
     CancelInvoke();
     Save();
 }

 private void OnApplicationQuit()
 {
     CancelInvoke();
     Save();
 }

 public void Save()
 {
     Debug.Log("Saving Data");
     BinaryFormatter _bf = new BinaryFormatter();
     FileStream _file = File.Create(Application.persistentDataPath + "/SaveGame" + currentSaveGame);
     PlayerData _data = new PlayerData();
     _data.coins = coins;
     _data.queens = queens;
     _data.ants = ants;
     _data.realAnts = realAnts;
     _bf.Serialize(_file, _data);
     _file.Close();

 }

 public void Load(int _saveGame)
 {
     currentSaveGame = _saveGame;
     Debug.Log("Loading Data");
     if (File.Exists(Application.persistentDataPath + "/SaveGame" + _saveGame))
     {
         BinaryFormatter _bf = new BinaryFormatter();
         FileStream _file = File.Open(Application.persistentDataPath + "/SaveGame" + _saveGame, FileMode.Open);
         PlayerData _data = (PlayerData)_bf.Deserialize(_file);
         _file.Close();
         coins = _data.coins;
         ants = _data.ants;
         queens = _data.queens;
         realAnts = _data.realAnts;
         print(coins + " " + ants + " " + queens);
     } else
     {
         Debug.Log("File Does Not Exist");
         coins = 650;
         queens = 1;
         ants = 1;
         realAnts = 1;
     }
 }

}

[Serializable] class PlayerData { public int ants; public int coins; public int queens; public float realAnts; }

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